Innovate V-Learning: How Gaming and Avatars are Engaging Online Students
על משחקי מחשב, אוואטרים, ולומדים און ליין 19-2-2008 ULiveandLearn
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Abstract
Len Annetta, Marta Klesath, and Shawn Holmes describe virtual learning environments (VLEs) and the use of avatars to foster social presence in these environments. The article examines how gaming and avatars are engaging online students and the role personality may play in the ways students select their avatars. While their study confirms the role of avatars in maintaining social presence in VLEs, the authors propose that students be allowed to modify their avatars to reflect their more flexible personality traits as learners.
| Note:Annetta, L., M. Klesath, and S. Holmes. 2008. V-learning: How gaming and avatars are engaging online students. Innovate 4 (3). http://www.innovateonline.info/index.php?view=article&id=485 (accessed February 18, 2008). The article abstract is reprinted here with permission of the publisher,The Fischler School of Education and Human Services at Nova Southeastern University. |
A ULiveandLearn webcast for this article at 12:00 PM on Tuesday, February 19, 2008.
Innovate invite you to participate in this webcast.
Thanks to arturdnt 4 pointing out the ULiveandLearn webcast 19-2-2008 event !-)
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